The making of burly brawl scene

3dpoder - 04/06/2009 15:15
[size=5]the making of burly brawl scene[/size]
By Mike pan.



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introduction
The decisión todo re-create the infamous burly brawl arena, from the movie Matrix reloaded, came when i was tinkering with the idea of exploring and show-casing the possibilities of the Blender 2.42a Game Engine. But, todo call the finished Project a game is rather euphemistic. By the end of the Project, all i had was an Empty arena waiting todo be filled with action. Nevertheless, it shows how easy it is todo create a very realistic-looking game map that runs at more than 100 frames por segundo (frame per second) in the Blender Game Engine.

By watching the DVD fight scene, and looking up images on the net, y gained a pretty god idea of exactly how the arena looks. The modeling was very straightforward, a few simple cubes here and there, combined with some extrusión and resizing, the arena quickly materialized. Since the viewer(Camera) Will only be limited todo the Ground of the courtyard, there is no point in modeling the other side of the buildings where it wont ever be sen. This is done in order todo save development time and improve the performance of the game.


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The high-rises are created using the new array modifier in Blender 2.42 and it allows quik duplication and extrusión required todo create the Many flors of a building.


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The tres are generated by the wonderful gen3 script, y disabled the generation of leaves todo give the scene a more deserted feeling.


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The finished scene, with no textures attached. Notice the presence of Many semingly Orphaned Polygons. They are, in fact, building Walls waiting todo be textured.


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Texturing is done by enabling the show Blender material option from the game menú. This allows the artista todo use an enhanced versión of the real-time material system, featuring multi-texture blending, vertex lighting and Even GLSL support. Using the staircase as an example, the first layer is a estone-like image texture, while the second layer is overlayed on top of the first layer of texture. The purpose of the second layer is todo create a more varied appearance, breaquíng up the obvious patterns of repetition of the first layer.


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The actual building textures came from the free texture site [www.Mayang.com/textures]. For the Ground of the courtyard, y added a shadow layer which consists of a pre-rendered ambient-Occlusion map. This adds a realistic looking software shadow todo the Ground texture, which tienes the scene together nicely.


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Mike mpan3 pan (mpan3.homeip, net).


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Mike pan (aka mpan3)
I am 17 years old and have ben using Blender for just over 4 years. As a self-taught graphics artista, y do most of my modeling, stills, animations and game creation in Blender. I a los have a passion for realtime graphics and photography.
www.blenderart.org.
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